Trading chip game method of play and playing surface designed for game

ABSTRACT

A novel method of game play and circular game components that in one embodiment are in the form of trading poker-style game chips. Wherein some of the game chips utilize both circular sides with different non-matching game effecting indicia allowing for two-sides of play, and combined with the associated rules of play being determinative of how the two-sided game chips attack, defend, are flipped, linked, moved, placed, stacked, and stunned, on a playing surface designed for the game. In one form, the circular game components comprise of life, enhancement, action, and super chips, with each player utilizing the variety of chips to build playing stacks, which involves purchase, trading, collecting and careful examination of the chips to create winning strategy combinations.

BACKGROUND OF INVENTION

1. Field of the Invention

The present invention relates to games involving a plurality of collectable circular game components that utilize both circular sides of the game components with a plurality of associated game effecting indicia thereon, and to the method of playing the game on a playing surface designed for the game, as well as alternative embodiments of the same that can include different implementations such as board games, computer games, electronic games, interactive network games, role-playing games, and video games.

2. Description of the Related Art

Traditionally, board games like checkers and chess that are played over an array of squares to form a playing surface and games with collectable components that are derived from cards and miniatures having rules and methods of play remain popular among a plurality of age groups that play games and collect game components throughout the United States and abroad. Moreover these types of games continue to promote positive social interaction and enhance cognitive skills amongst the millions of players that enjoy them and will continue to do so for generations to come.

But the success of trading and collectable card games over the last ten years have created a glut of these types of games which are based on a random card draw process from a shuffled card deck, wherein the cards are comprised of one playable side of printed information and the other side having only trademark indicia to conceal the cards. In this light, the collectable game industry and its players will welcome a new game format and method of play that utilizes a media source such as poker chips that makes innovative use of the media's two circular sides for a game based on freely selecting chips as opposed to the random card draw process of prior art.

Presently, there are no known games that use freely tradable circular game components, such as poker-style chips that utilize both circular sides of the chips with associated game effecting indicia for unlimited tradable chip strategies, wherein the chips when combined with a playing surface designed for the game allows two or more players to play with a novel method of play.

BRIEF SUMMARY OF INVENTION

In some embodiments of the present invention a game for two or more players with collectable circular game components (e.g., poker-style chips and tokens) that utilize both circular sides with a plurality of game effecting indicia thereon, and the method of playing the game on a playing surface comprised of an outlined array of one-hundred two-inch squares are disclosed.

Players may acquire the game components by purchasing or trading, and construct playing stacks from the many types of game components. The game components are comprised of two circular sides of associated game effecting indicia with related artistic illustrations wherein the plurality of indicia are determinative of the type and function of the game components which include but are not limited to (life, action, enhancement, and super) types. In some embodiments of the game, a rule set requires players to construct their playing stacks with predetermined numbers of the aforementioned game component types, but these predetermined numbers can be modified depending on tournament play or games requiring special circumstances (e.g. time limits or multiple players) and may be done so by players or tournament directors who acknowledge that modifying the rule set of playing stack construction or any other game modification is deemed outside of the standard rules of play.

In accordance with another aspect of the present invention, players may take turns, rotating between each player in the game, starting with the player that is determined to go first and ending with the last player determined to go last, decided by a pre-game die toss or game component flip. Each player starts play with their personalized playing stack, and places individual game components from their playing stack on specific squares of the playing surface as predetermined in the rules of play associated with the game. Following the pre-game and pre-first-turn setup, each player proceeds to take a turn that is comprised of three sub-turns called orders, wherein orders from an order (type) rule set determine how a player can flip, move, link, place, stun, attack, and defend with game components played on the playing surface designed for the present invention. In respect to the aforementioned order types, “flip or flipping” a game component is the act of turning over a game component from one side to the other, “move or moving” a game component is the act of moving a game component from one square to another free square on the playing surface, “link or linking” is the act of putting a game component on top or underneath another game component, “place or placing” is the act of putting a game component on an unoccupied square or specific occupied squares on the playing surface, “stun or stunning” is the act of one game component targeting another game component wherein the targeted game component has a game component marker placed on top of it to indicate that it's stunned and declared unplayable until it becomes ‘alert’, and “attack and defense” related orders are the act of attacking and defending one or more game components to other game components on the playing surface. Moreover, the aforementioned methods of play are not limited in scope to these names or specifications disclosed but are referenced as such in the rules of play associated with the game. In addition, the game component types not limited to (life, action, enhancement, and super) each function differently and may or may not require orders to be played, but instead function as reacts or may be functionless game components until they are combined with other game components that allow them to be played (e.g., when linking an enhancement game component underneath a life game component to form a stronger life game component).

In accordance with another aspect of the present invention, players take their turns rotating between each other, thereby enabling each player to play the many game component types that are comprised of a plurality of indicia printed on both circular sides. In respect to the following game component type, “life”, each side comprises of different indicia that signify the characters attack side or (POW) mode and its opposite defense side or (PRO) mode. Furthermore, each side includes related POW and PRO values and matching mode characteristics. In respect to the remaining game component types not limited to (enhancement, action, and super), different indicia and related capacities are printed on both circular sides of these game components to support the players options to keep life game components on the playing surface or be eliminated from the game.

In some embodiments of the present invention, the object of the game is to knockout all opposing players' life game components on the playing surface before losing his or her own life game components that are on the playing surface as designated in the rules of play. In another embodiment, a player may achieve victory by advancing three life game components to an isolated corner square, only if three life game components can each knockout three opposing life game components as designated in the rules of play. In another embodiment, a player may achieve victory by knocking out fifty-percent or more (skill level value) of the total life game components of each opposing players playing stacks as designated in the rules of play.

In accordance with another aspect of the present invention, game components having two circular sides with associated game effecting indicia thereon. Wherein the indicia are not limited to but signify mode or side, illustration type, capacities, characteristics, abilities, expertise, game text, attack and defense values; all of which direct players actions and orders of the game components and their interaction to one another during pre-game setup, pre-turn setup and game play, and each game component type can be referenced to a rule set associated with the game.

In accordance with further embodiments of the present invention, a method of playing a game for two or more players is provided, the game comprising of freely tradable circular game components having two sides of game effecting indicia, associated rules of play, and the method of playing the game comprising the steps of: each player constructing a playing stack of circular game components from their collection of circular game components; and each player executing turns in order with other players by freely selecting and playing circular game components in accordance with the rules of play until a game ends, said step of performing a turn comprises: taking a predetermined number of sub-turns, to enable a player to freely select from a sub-turn rule set of options, wherein at least three sub-turn options enable a player to: (1) make one or more circular game components in play by freely selecting one or more circular game components from the player's playing stack of circular game components and placing the selected one or more circular game components on the playing surface designed for the game; and (2) execute a maneuver, altering the playing orientation of one or more circular game components in play on the playing surface designed for the game, wherein the maneuver is at least being: (i) the turning over of a circular game component from one side to the other; and (ii) the stacking of a circular game component on top or underneath of another circular game component; and (iii) the moving of a circular game component from one playing surface location to another playing surface location; and (3) execute an effect from a circular game component's game effecting indicia, wherein the said circular game component is in play or not in play.

In accordance with a further aspect of the present invention, the playing surface designed for the game is comprised of a color filled outlined array of one-hundred two-inch squares printed on a printable surface. In addition, predetermined marked squares are printed on the playing surface and are designated for various game components during game setup. Moreover, various predetermined marked squares can include indicia for a variety of purposes not limited to architecture, bases, buildings, objects, supplies, terrains, walls, and zones. Furthermore, the playing surface designed for the game can comprise of different themes, trademarks, and renderings such as a sports field, or use of other array patterns such as hexagons, or other.

BRIEF DESCRIPTION OF SEVERAL VIEWS OF THE DRAWINGS

FIGS. 1A-1N are plan top views of various circular game components in accordance with the present invention with FIG. 1A representing one side (the POW mode side) of a life game component, FIG. 1B representing the other side (the PRO mode side) of a life game component, FIG. 1C representing one side of an action game component, FIG. 1D representing the other side of an action game component, FIG. 1E representing one side of an enhancement (ETHIC) game component, FIG. 1F representing the other side of an enhancement (ETHIC) game component, FIG. 1G representing one side of an enhancement (P.E.T.) game component, FIG. 1H representing the other side of an enhancement (P.E.T.) game component, FIG. 11 representing one side of an enhancement (TECH) game component, FIG. 1J representing the other side of an enhancement (TECH) game component, FIG. 1K representing one side of a super game component, FIG. 1L representing the other side of a super game component. FIG. 1M representing one side (STUN side) of a STUN/KO game component, FIG. 1N representing the other side (KO side) of a STUN/KO game component;

FIG. 2 illustrates the layout of a playing surface designed for the game for two or more players; and

FIG. 3 illustrates pre-game setup and placement of game components for four players on the layout of FIG. 2; and

FIG. 4 illustrates pre-turn setup and placement of game components for four players on the layout of FIG. 2; and

FIG. 5 illustrates the layout of one player's game components after taking a first turn based on FIG. 4; and

FIG. 6 is an exploded side view of various game components in accordance with the present invention that represents the stacking (linking) of game components on top of each other and the desired stacking order of appearance; and

FIG. 7 is a top view of one game component in accordance with the present invention that represents the flipping of one game component on any one particular square.

DETAILED DESCRIPTION OF THE INVENTION

As will be appropriated by the foregoing, specific details are set forth in order to provide a thorough understanding of various embodiments of the invention. However, it is to be understood that the invention is not limited in its application to the details of construction and capable of other embodiments and of being practiced or being carried out in various ways. In addition, not all possible combinations of indicia associated with the game components are illustrated in the attached drawings. The drawings are only intended to be examples and are not exhaustive of the various possible combinations of indicia or their respective locations on the game components.

The present invention pertains to a game for two or more players wherein the players engage in a simulated battle using chip technology in attempt to default or destroy other players' chip technology. Each player utilizes a collection of various game components to “build” a playing stack of game components. Each player then starts a game by deciding ‘turn order’, and in sequence each player freely selects a predetermined number of game components that are removed from their playing stack and placed on the playing surface designed for the game as designated by the rules of play for game setup. When each person has completed their respective game setup of playing stack game components, the game begins with each player performing turns in accordance with the rules of play until the game ends. In some embodiments of the present invention a turn is comprised of taking a predetermined number of sub-turns to enable a player to freely select from a sub-turn rule set of options, referenced in the rules of play, and wherein each sub-turn option can alter the state of one or more game components in and not in play. Moreover, the sub-turn options (orders) that make up a player's turn include but are not limited to the following game component processes: (a) to make one or more game components in play by freely removing one or more game components from the player's playing stack of game components and placing the one or more game components on the playing surface designed for the game; and (b) to apply a maneuver of one or more game components on the playing surface designed for the game in which the maneuver is (i) turning over (flip or flipping) the game components from one side to the other; and (ii) the stacking (link or linking) of game components on top and underneath of other game components in play; and (iii) to move one or more game components from their current locations (squares) to other unoccupied locations (squares) on the playing surface designed for the game.

In some embodiments of the present invention, each player has access to his or her collection of game components to build their respective playing stack to play with, acquired by purchase or trading the game components. In addition, the playing stack may comprise of multiple copies of any one particular game component and in some embodiments one copy of any one particular game component or a mixture thereof. Furthermore, the game components that make up a playing stack may differ from player to player as designated by a rule set associated with building playing stacks.

Understanding the circular game components (chips) and drawings:

Some game components of the present invention are illustrated in FIG. 1A-FIG. 1N and are in the form of poker-style chips. But the game components can be chips, discs, paper tokens or other media having various game relevant indicia 10, 16, 18, 22, 24, 26, 28, 30, 32 marked thereon. The circular game components illustrated in FIG. 1A-FIG. 1N may be comprised of any of a myriad of materials of composition available for the manufacture of toys and games, such as, but not limited to, plastics, clays, lenticular process ready weighted paper, and rubbers of various types as will be appreciated by those skilled in the art. The game components may be flexible or bendable, or substantially non-flexible or non-bendable material, and can be between 1 inch to 2 inches in diameter or as in one embodiment of the invention, the game components are between 1.55 and 1.70 in diameter, and in other embodiments of the game components such as video games the diameter of the game components may be less than 1 inch or greater than 2 inches.

Some game components include artistic illustrations (not shown) of characters, events, objects or other subject matter related to a theme of the game, and trademarks or brands (not shown). The artistic illustrations can be placed in various locations on the game components, such as, for example, in the field 14 of the game component drawings FIG. 1A, 1C, 1E, 1G, 11, and 1K. In addition, the game components as shown in the same drawings FIG. 1A, 1C, 1E, 1G, 11, and 1K comprise of several pieces of illustrations to make a full-bleed illustration 12 that runs into the border 20 with FIG. 1M and FIG. 1N likely to be game components that will include only the chip type name indicia 26 printed in black directly on white or similar colored blank game components.

As described herein, the game components in this invention are designed to be useable from both circular sides. Hence, the challenge of developing a game that is uniquely different than a trading card game and its related random card draw process and concealed deck construction. To be uniquely different, a new game format utilizing poker-style chips with two circular sides of game effecting indicia will be made evident when played over a playing surface that allows the chips to be flipped, linked, moved, placed, and stacked in creative ways that trading card games cannot offer.

In the following descriptions of the circular game components referred to as chips, in as such, FIG. 1A-FIG. 1N depicted therein are seven types of chips. Other types of chips are or may be made available to players to further enhance the game. Referring to the seven chip types; (life 40, action 42, enhancement ethic 44, enhancement p.e.t. 46, enhancement tech 48, super 50, stun/ko 52) and in respect to the fourteen illustrations that comprise the seven chip types, FIG. 1A-FIG. 1N are shown in groups of two with each group representing one chip type (e.g., FIG. 1A and FIG. 1B pertaining to the same chip 40 but to opposite sides of the chip). In some embodiments, capacity indicia 10, 26, and 32 are provided, and can be quantitative and are typically numbers, and numbers and letters that may indicate a 1000th form of a number, as shown in capacity indicia 26 in FIG. 1A “17K” which is short for 17,000.

In addition common characteristics of the chips illustrated in FIG. 1A-FIG. 1N are the chips dependency on different colored borders to signify chip type. In some embodiments of the invention the border 20 will consist of a range of colors that can be made available to the material used when constructing the chips or the colored border 20 will come from the illustration design 12 that covers each side of the chip in the form of a full-bleed illustration that includes 12 and the border 20. Of the seven chip types, the borders for life chips will comprise of the many different colors starting with green for alien, gray for android, brown for beast, blue for clone, red for human, purple for x-p.e.t. or shades similar; for action, enhancement (ethic, p.e.t., tech), and super chips the color black is used; and for stun/ko chips the color white is used or similar.

FIG. 1A illustrates one side (the PRO mode side 24) of the chip 40, as opposed to FIG. 1B which illustrates (the POW mode side 24) of the chip 40, which is a “life” chip. In addition, FIG. 1A comprises of character type indicia 16 and character name indicia 22 and a colored border 20. The illustration 14 provides a pictorial head shot or graphic illustration of the character 22. In some embodiments of the present invention, life chips come in various factions but are not limited to the six types (ALIEN, ANDROID, BEAST, CLONE, HUMAN, and X-P.E.T.). As shown, FIG. 1A illustrates an ALIEN 16 named BREEZ 22 in PRO mode 24 with its starting PRO capacity 26. Furthermore, a life chip in PRO mode can link enhancements 42, 44, 46 using the method of linking enhancements described in ‘Linking Enhancements (Ethic, P.E.T., Tech) to Life Chips’ as disclosed below herein. In addition, PRO mode can act as a defensive mode by utilizing a “flip” (as shown in FIG. 7); when a life chip is in PRO mode 12 on any particular square 10 and is attacked, it's required to flip to POW mode 14 before it can suffer damage in POW mode.

In addition, as related to a FIG. 1A a life chip in PRO mode, the capacity indicia 10 refers to a life chip's starting ‘Skill Level’ which is also the indicia used when a player selects life chips for building a playing stack. Skill Level points are added together to accumulate as many life chips allowed for use in a playing stack. In some embodiments of the present invention, forty (40) Skill Level points are used for the total life chips allowed when building a playing stack, but with no less than seven life chips selected and limited to only (1) copy of any one life chip. For additional rules on building a playing stack see ‘Building a Playing Stack’ as disclosed below herein.

FIG. 1B illustrates the opposite side (the POW mode side 24) of the chip 40, which is a “life” chip. In addition, FIG. 1B comprises of the matching character name indicia 22, an action illustration of character 22, and matching colored border 20, green in this instance for an alien type life chip. As shown, FIG. 1B illustrates BREEZ and its POW side 24 with its starting POW capacity 26. In addition, on the left of the POW indicia are two “Abilities” indicia, BLINK and FLY 1 8, which give a life chip certain powers to enable players to move, stun, attack, and defend in POW mode. In some embodiments of the present invention, Abilities indicia or powers of life chips will be printed on the left of the POW indicia and are referenced in the rules of play associated with the game, which includes an ability list and description of each ability to better assist players to what each ability does in respect to the methods of play for life chips. The two abilities ‘BLINK’ and ‘FLY’ are described under ‘Abilities Example List’ disclosed below herein.

FIG. 1B also includes on the right of the POW indicia two “Expertise” indicia, DEVICE and NANO 16, which give a life chip certain bonuses to enable players to create stronger life chips by the process of linking (as shown in FIG. 6 10, 12, 14) enhancement chips (like those shown in FIG. 1E-FIG. 1H) with a matching expertise class like ‘DEVICE’ (as shown with 16 and FIG. 1J 30). In some embodiments of the present invention, Expertise indicia on life chips will be printed on the right of the POW indicia and are referenced in the rules of play associated with the game, which includes an expertise list and description of each expertise to better assist players to what each expertise does in respect to the various bonuses available for life chips. The two expertise ‘DEVICE’ and ‘NANO’ are described under an ‘Expertise Example List’ disclosed below herein.

Furthermore, a life chip in POW mode 24 is ready for attacking and defending against an attacking life chip in POW mode, as opposed to PRO mode, which is the mode needed to link enhancement chips. Also, POW mode is the mode needed for a life chip to use its abilities and expertise if it has any. In addition, in some embodiments certain action, enhancement, and super chips can modify the standard rules of play of life chips and their related POW mode and PRO mode functionality.

FIG. 1C illustrates the picture-side of the chip 42, as opposed to FIG. 1D which illustrates the opposite side of the chip 42, which is an “action” chip. In addition, FIG. 1C comprises of action type indicia 22, action name indicia 24, and a black colored border 20 to indicate the chip is a strategy category chip and not a life category chip. The illustration 14 comprises of an action graphic illustration of the action name 24, and includes an orange backdrop to indicate it's an action chip.

FIG. 1D illustrates the opposite side of the chip 42, which is an “action” chip. In addition, FIG. 1D comprises of the matching action type indicia 22, action name indicia 24, and colored border 20, black in this instance for an action chip. In addition, the action name game text 28 describing the action and its effect, and if it's a “React:”, an “Order:”, or “text only” based action.

FIG. 1E illustrates the picture-side of the chip 44, as opposed to FIG. 1F which illustrates the opposite side of the chip 44, which is an “ethic” type “enhancement” chip. In addition, FIG. 1E comprises of ethic type indicia 22, ethic name indicia 24, ethic name link capacity indicia 26, and a black colored border 20 to indicate the chip is a strategy category chip and not a life category chip. The illustration 14 comprises of an ethic graphic illustration of the ethic name 24, and includes a greenish/blue backdrop to indicate it's an enhancement chip.

FIG. 1F illustrates the opposite side of the chip 44, which is an “ethic” type “enhancement” chip. In addition, FIG. 1F comprises of the matching ethic type indicia 22, ethic name indicia 24, ethic name link capacity indicia 26, and again a black colored border 20 chip. In addition, the ethic name game text 28 describing the ethic and its effect, and if it's a “React:”, an “Order:”, or “text only” based enhancement.

FIG. 1G illustrates the picture-side of the chip 46, as opposed to FIG. 1H which illustrates the opposite side of the chip 46, which is a “p.e.t.” type “enhancement” chip. In addition, FIG. 1G comprises of p.e.t. type indicia 22, p.e.t. name indicia 24, p.e.t. name link capacity indicia 26, and a black colored border 20 to indicate the chip is a strategy category chip and not a life category chip. The illustration 1 4 comprises of a p.e.t. graphic illustration of the p.e.t. name 24, and includes a greenish/blue backdrop to indicate it's an enhancement chip.

FIG. 1H illustrates the opposite side of the chip 46, which is a “p.e.t.” type “enhancement” chip. In addition, FIG. 1H comprises of the matching p.e.t. type indicia 22, p.e.t. name indicia 24, p.e.t. name link capacity indicia 26, and again a black colored border 20 chip. In addition, the p.e.t. name game text 28 describing the p.e.t. and its effect, and if it's a “React:”, an “Order:”, or “text only” based enhancement. [Para 42] FIG. 11 illustrates the picture-side of the chip 48, as opposed to FIG. 1J which illustrates the opposite side of the chip 48, which is a “tech” type “enhancement” chip. In addition, FIG. 11 comprises of tech type indicia 22, tech name indicia 24, tech name link capacity indicia 26, and a black colored border 20 to indicate the chip is a strategy category chip and not a life category chip. The illustration 1 4 comprises of a tech graphic illustration of the tech name 24, and includes a greenish/blue backdrop to indicate it's an enhancement chip.

FIG. 1J illustrates the opposite side of the chip 48, which is a “tech” type “enhancement” chip. In addition, FIG. 1J comprises of the matching tech type indicia 22, tech name indicia 24, tech name link capacity indicia 32, and again a black colored border 20 chip. In addition, the tech name class indicia 30 is used for expertise bonuses found on life chips, and the tech name game text 28 describing the tech and its effect, and if it's a “React:”, an “Order:”, or “text only” based enhancement.

FIG. 1K illustrates the picture-side of the chip 50, as opposed to FIG. 1L which illustrates the opposite side of the chip 50, which is a “super” chip. In addition, FIG. 1K comprises of super type indicia 22, super name indicia 24, and a black colored border 20 to indicate the chip is a strategy category chip and not a life category chip. The illustration 14 comprises of a super graphic illustration of the super name 24, and includes a purple backdrop to indicate it's a super chip.

FIG. 1L illustrates the opposite side of the chip 50, which is a “super” chip. In addition, FIG. 1L comprises of the matching super type indicia 22, super name indicia 24, and again a black colored border 20 chip. In addition, the super name game text 28 describing the tech and its effect, and if it's a “React:”, an “Order:”, or “text only” based super.

FIG. 1M illustrates one-side of the chip 52, as opposed to FIG. 1N which illustrates the opposite side of the chip 52, which is a “stun/ko” chip. In addition, FIG. 1M comprises of the STUN type indicia 28, and a white colored border 20 to indicate the chip is a marker category chip.

FIG. 1N illustrates the opposite side of the chip 52, which is a “stun/ko” chip. In addition, FIG. 1N comprises of the KO type indicia 28, and again a white colored border 20 to indicate the chip is a marker category chip.

Although the invention described herein may be used for a wide variety of games, a game called HUMALIENS XNA will be used to illustrate the invention. In HUMALIENS XNA, a player takes on the role of a gaming simulist who controls SIM chips in a simulated strategic battle between multiple gaming simulists in effort to win in one of three ways.

Game Items:

In addition to the game chips as depicted in FIG. 1A-1N 40, 42, 44, 46, 48, 50, 52 and a rules booklet associated with the game, players need cap chips and a playing surface designed for the game. Cap chips can be any type of blank poker-style chips that are individually placed on top of players' stacks and various other stacks to assist players wanting to conceal their game components from other players. In some embodiments of the game, caps may include printed game name emblems, trademarks, or other, and in other embodiments may not be needed.

A Playing Surface designed for the Game:

As depicted in FIG. 2, a playing surface designed for the game is comprised of an outlined array of one-hundred two-inch squares called the “Arena” 80, with certain squares marked with predetermined indicia that assist in game setup of certain chip types (action chips 20, super chips 30). In addition, the playing surface includes a dotted line which encloses 81-squares that make up what is called the “Battlefield” 50. The squares that are outside the dotted lines 60 include four “Bases” of six-squares 20 and the predetermined marked squares for action chips 20 and super chips 30 for each side 70 of the playing surface. In review, the Arena includes the Battlefield, the four Bases, and the marked squares for action and super chips in play. Furthermore, the six squares that make up each Base are for life and enhancement chips which are placed on these Base squares before they can be placed on the Battlefield, unless otherwise stated from any one chip game text. In addition, the four corner squares 40 are printed with game title emblems or trademarks and act as special squares called the Superbeing Zones. Each superbeing zone is used to place life chips that evolve or earn enough knockout credits to advance to this square. In some embodiments of the present invention, when a life chip gains three knockout credits it advances to the superbeing zone, and when a player advances three life chips to the superbeing zone, the player wins, which is one of three ways to win. The other two ways to win are when a player has zero life chips on the Battlefield, that player is defeated and is out of the game. When all opponents have been defeated, the last remaining player wins. Moreover, when a player has twenty or more Skill Level points (FIG. 1A 10) added up from life chips that have been knocked-out or discarded to their discard stack (FIG. 5 78) that player is defeated and is out of the game. When all opponents have been defeated, the last remaining player wins.

In some embodiments of the present invention, further details of the different areas of interest pertaining to the playing surface are as follows;

Base mannerisms and things to know: (a) once a chip is placed in the Base it must remain on this square until it's moved or linked. In the case of linking an enhancement to a life chip in the Base, a player has the option to move the life chip on the square the enhancement chip occupies or to move the enhancement to the life chip's square; and (b) a life chip moving out of the Base, costing an order to move must have an open square to come out through unless the life chip has FLY ability which would allow it to go over occupied squares, but it must have a square to land on after three squares are traveled. In addition, when moving a life chip from the base, a life chip can move left or right in the Base to stay in or come out but the squares traveled over are included in the total count of squares traveled. Furthermore, the ability BLINK also allows a life chip to be moved from the Base onto any open square on the Battlefield; and (c) a life chip on the Battlefield is allowed to come back into a Base, and doing so also takes the life chip off the Battlefield. When moving a life chip from the Battlefield back into the Base a player may only use a standard move of up to two (2) squares. Life chips with BLINK, CHARGE, FLY, PACK, or any future movement ability cannot be used to send a life chip back into the Base; and (d) a life chip on the Battlefield cannot attack a life chip that's in the Base, unless otherwise stated from an action, enhancement or super chip game text.

The marked four “Super SIMS” squares (FIG. 2 20) located just to the right of each Base: This square is where a player puts their Super chips before the game starts, capped with a cap chip.

The marked four “Action SIMS” squares (FIG. 2 30) located just to the left of each Base: This square is where a player puts their starting three (3) Action chips before the game starts, capped with a cap chip.

The marked four Superbeing SIMS squares or Superbeing Zones (FIG. 2 40): The four corners of the playing surface on the Arena with the Humaliens XNA logo. Each of these corner squares is referred to as the Superbeing Zone for that particular side.

Furthermore, in some embodiments of the present invention, the playing surface is made of materials suitable for playing a game and not limited to; matte, gloss, and vinyl papers, table top linen covers, game boards, and other printable playing surfaces comprised of a printed pattern or other rendering designed for the game. In alternative embodiments, the playing surface may be and not limited to a graphical representation of the designed playing surface displayed on a computer screen, or hand-hand game console screen or other electronic display.

Building a Playing Stack:

Playing Stack: This is a player's main stack of chips, built from the many different types of chips collected in the game. The playing stack comprises of all the chips that make up and divide into the life stack, enhancement stack, action stack and super chips.

Life Stack: The life stack is a player's life chips that represent the six factions of Humaliens XNA. Each faction is identified by a colored border (Aliens are green, Humans are red, Androids are gray, Beasts are brown, Clones are blue, and X-P.E.T.s are purple). The life stack is positioned behind the playing surface when starting the game, capped with a cap chip.

Enhancement Stack: The enhancement stack is a player's enhancement chips that represent the ethics, p.e.t.s, and tech chips that enhance life chips. They are identified by a black border and all three enhancement types have a greenish-blue inlay on its picture side. The enhancement stack is positioned behind the playing surface when starting the game, capped with a cap chip.

Action Stack: The action stack is a player's action chips that represent hundreds of possibilities to build strategy from. Each action chip is identified by a black border with an orange inlay on its picture side. The action stack is positioned behind the playing surface when starting the game, capped with a cap chip.

Discard Stack: The discard stack is made from all of a player's chips that are discarded during the game. There is no predetermined location for this stack; just place this stack out of the way and visible to all players.

Single Faction Playing Stack; as depicted from the illustrations FIG. 1A-FIG. 1L, a single faction playing stack must include at least thirty (30) chips from the following different types of chips (action, enhancement, super, and life) with the following predetermined configuration: ten (10) action chips 42, ten (10) enhancement chips from any of the three sub-types 44, 46, 48, three (3) super chips 50, and seven (7) or more life chips 40 from the same faction. This breakdown is important to follow as each player using a single faction playing stack will start a game with twenty-three Strategy category black-bordered chips and a varying amount (seven or more) of total Life category color-bordered chips.

Mixed Faction Playing Stack; as depicted from the illustrations FIG. 1A-FIG. 1L, a mixed faction playing stack must include at least thirty (30) chips from the following different types of chips (action, enhancement, super, and life) with the following predetermined configuration: ten (10) action chips 42, ten (10) enhancement chips from any of the three sub-types 44, 46, 48, one (1) super chip 50, and nine (9) or more life chips 40 from mixed factions). This breakdown is important to follow as each player using a mixed faction playing stack will start a game with twenty-one Strategy category black-bordered chips and a varying amount (nine or more) of total Life category color-bordered chips.

Playing Stack chip limits; when building a playing stack the following chip limits apply: (a) only one (1) copy of any one life chip is allowed per playing stack; (b) only (1) copy of any one super chip is allowed per playing stack; (c) only two (2) copies of any one action chip are allowed per playing stack; (d) only (2) copies of any one enhancement are allowed per playing stack. Furthermore, in some embodiments, a player cannot exceed forty (40) Skill Level (FIG. 1A 10) points from all of the different life chips totaled up.

As will be appreciated by those skilled in the art after reviewing this disclosure, in various other embodiments, the above listed parameters for building playing stacks may be modified, such as by, for example, requiring more than forty chips, or less than twenty-five chips, or a higher skill level points such as fifty instead of forty.

Preparing for Battle (Game Setup):

Humaliens XNA can be played two ways: (a) a player can choose to only use life chips from one faction (Aliens, Humans, Androids, Beasts, Clones, or X-P.E.T.s). This method of play is recommended to retain the advantages of using three (3) super chips when building a playing stack; and (b) a player can choose to use life chips from mixed factions (Aliens, Humans, Androids, Beasts, Clones, and X-P.E.T.s). This method of play is recommended when a player chooses to use only one (1) super chip when building a playing stack instead of three. It is recommended for players to play with one of these two ways instead of mixing the two formats when playing a game.

Creating Stacks from the Playing Stack; as shown in FIG. 3, once a player's playing stack is created, each player divides their playing stack into three smaller chip stacks of (life chips 72, enhancement chips 74, and action chips 76). These three chip stacks may each be capped with a cap chip and are then stacked behind the playing surface on one of the four sides 70 designated for each player.

Before play begins, each player does the following pre-game setup of certain chips: (a) places their playing stack super chips onto the playing surface on their marked square (FIG. 2 20) and as shown in (FIG. 3 44) for one side of play 70. These predefined squares are marked ‘Super SIMS’ on the playing surface designed for the game and each square is located just to the left of a player's Base six-squares. The super chips placed on this square are then capped with a cap chip to conceal them from other players; and (b) places any three (3) action chips from their playing stack action chips onto the playing surface on their marked square (FIG. 2 30) and as shown in (FIG. 3 42), for one side of play 70. These predefined squares are marked ‘Action SIMS’ on the playing surface designed for the game and each square is located just to the right of a player's Base six-squares. The starting action chips placed on this square are then capped with a cap chip to conceal them from other players.

Game Play:

Determining turn order for players; when determining who goes first, two players can “flip-a-chip” to decide turn order, or for three or more players a die toss can determine the turn order for each player.

The Pre-First Turn Rule:

As depicted in FIG. 4, starting with the player who goes first, each player will do the following before each player's first turn begins: Using only up to ten (10) Skill Level points totaled up from the various life chips in a player's life stack, each player may place up to six (6) life chips onto the six-squares 64 that are in front of the Base squares, inside the dotted lines and on the Battlefield 50. In addition, players may place their starting life chips individually on any of these six-horizontal squares and in either PRO mode or POW mode. Furthermore, these starting life chips are now considered on the Frontlines of the Battlefield.

In the order the players were declared to take their turns, each player completes their Pre-First Turn. Once every player completes their Pre-First Turn layout of starting life chips 64B, the playing surface will include both the life chips and the super 44 and action 42 chips with the super and action chips being capped. The game then begins with the players performing turns.

Player Turn:

The player who went first in the Pre-First Turn Rule takes the first turn, followed by the other players as decided in the pre-game Chip Flip or other until the game ends.

Before a Turn Options; each player may perform the following two options to support each and every turn, before their turn begins: 1) A player may perform one free order from the following three; (a) place one enhancement chip from the enhancement stack onto an open square in the Base; or (b) link one enhancement chip from the Base to a life chip in the Arena; or (c) move one life chip in the Arena with a Skill Level less than five using a standard move or if the life chip is in POW mode, a move ability that's on the life chip. In addition, when a player is out of enhancement chips in their enhancement stack a free place is no longer available. Furthermore, if there are no open squares left in a Base, a player cannot take a free place order, and when taking a free place, a player is only allowed to place enhancement chips from their enhancement stack into the Base, and not any action or life chips which are placed during a turn which will cost one order for each placed chip of any type. Players can refer to the ‘Order list’ as described below for a description of placing. In addition, when players take a free (link), a player can only link an enhancement from their Base as described in option #3 of the Orders list below. Players may not link as described in option #10 of the Orders list below; and 2) a player may “flip-a-chip” for each “stunned” life chip on the Battlefield. In addition, for each correctly called “flip-a-chip”, a player ‘Alerts’ the life chip by removing the stun marker FIG. 1M, or if the player fails to correctly call a “flip-a-chip” the life chip stays stunned.

Three Orders Per Turn; each player resumes their turn after their free options by performing any three (3) Orders or sub-turns from the Orders list described below. In addition, there is no limit to the number of ‘Reacts’ that do not require orders. In some embodiments, “Orders” and “Reacts” are played from game text associated with chip types (action, enhancement, and super). Furthermore, reacts occur when a specified condition has been met. Reacts are not mandatory and do not have to be used. Reacts are resolved immediately, and are performed when a player chooses to respond to the triggering condition that enables the react shown on an action, an enhancement, or super chip in play.

Players should look at their super, action, and enhancement chips in play to choose what React(s) and Order(s) are the best choices for their turn. When a player's orders are all used, a player's turn is over. In review, as illustrated in FIG. 5 the playing surface will look similar to 80 for four players on four sides 70 of play, and each player will have placed down their respective super and starting action chips 44, 42. In addition, each player will have created their three stacks (life 72, enhancement 74, action 76, and will have designated an area near these stacks for a discard stack 78). Furthermore, each player's starting life chips 64 will have been placed to start the game. As illustrated in this example, the person who goes first starts their turn by placing an enhancement 48 in their Base as their free “order”, followed by taking three orders and in this case; (a) placing two life chips in the Base 52, 54 costing two orders, and (b) for the final order of the turn, moves a life chip 56 with a standard move of up to two squares to another square 58. Finally, it's important to note, if the player had any stunned life chips on the playing surface prior to taking their three orders they could have optioned to take a free “flip-a-chip” for each stunned life chip of theirs on the Battlefield in effort to alert them one at a time.

Orders List (12 choices):

Players select from the following list of orders or sub-turns to perform a turn. Each of the following cost one (1) order to perform; 1) Place or Placing: The act of freely removing a chip from the player's stack comprised of three smaller stacks and putting the chip in play on an open square in the Base. The types of placing are as follows: (a) place any life chip from the life stack on any open square in the Base in either PRO mode or POW mode; and (b) place any enhancement chip from the enhancement stack on any open square in the Base. In addition, players should place enhancement chips face-up or picture-up; and (c) place any action chip from the action stack onto the square marked ‘Action SIMS’. In addition, each player is to stack all their action chips that are placed in play on this square and cap them; and (d) place a chip from any stack onto the Arena, as directed by any one chip with game text allowing to modify the standard rule; and 2) Flip or Flipping: As depicted in FIG. 7, the act of taking a life chip in the Base or on the Battlefield that is on any one particular square 10 and turning it over, and changing its mode from PRO 12 to POW 14 or vise versa; and 3) Link or Linking: As depicted in FIG. 6 10, the act of taking an enhancement chip 14 from the Base and putting it underneath a life chip in PRO mode 12 that is within capacity limits of the life chip's PRO mode capacity value as shown in FIG. 1 A 26, or linked another way as indicated by any one chip with game text allowing to modify the standard rule. Moreover, further details on how to link an ethic, p.e.t. or tech enhancement chip to life chips are described after the Order list descriptions under ‘Linking Enhancements (Ethic, P.E.T., Tech) to Life Chips’ as disclosed below herein. It's important to note, some enhancement chips can be linked from outside the Base, (i.e. from a player's discard stack, enhancement stack, or however any one chip game text indicates); and 4) Move or Moving: The act of taking a life chip in the Base or on the Battlefield and moving the life chip to an open square on the Battlefield. Moreover, further details on how to move life chips are described under ‘Moving Life Chips’ as disclosed below herein; and 5) Attack or Attacking: The act of selecting a life chip on the Battlefield in POW mode and targeting an opponent's life chip or life chips to attack. Moreover, further details on how to attack with life chips are described under ‘Attacking’ as disclosed below herein; and 6) Perform an ‘Ability’ on a life chip in POW mode in the Arena: Most abilities cost one (1) Order to perform, however React abilities cost zero (0) orders to perform or some abilities may cost two (2) or more Orders to perform. Moreover, further details on how to perform the many types of abilities on a life chip are described under ‘Abilities Example List’ as disclosed below herein; and 7) Perform an ‘Order’ from an enhancement chip linked to a life chip in the Arena: When the enhancement chip shows “Order:” its cost is one order. The enhancement may have a cost of “2 Orders:” or even “3 Orders:” to use it. A player may only use these latter orders if the player has two or three orders available for his or her turn. In addition, enhancements with “React:” do not cost an Order as described earlier; and 8) Play (use) an ‘Action chip’ from their Action SIMS square: Moreover, some action chips use one “Order:” some use “2 Orders:” and some use “3 Orders:” In addition, a player may select to use any and as many action chips from their Action SIMS square as desired, provided that the player has enough orders available to use the action chips during his or her turn. Furthermore, like enhancements and super chips, action chips use Reacts which do not cost an Order to play. It's also important to note the following about action chips; (a) a player must discard an action chip after its use, unless otherwise stated on the action chip's game text; and (b) using an action chip is not considered an attack, even if the action chip targets and functions like an attack; and 9) Play (use) a ‘Super chip’ from their Super SIMS square: Moreover, some super chips use one “Order:” some use “2 Orders:” and some use “3 Orders:” In addition, a player may select to use any and as many super chips from their Super SIMS square as desired, provided that the player has enough orders available to use the super chips during his or her turn. Furthermore, like enhancements and action chips, super chips use Reacts which do not cost an Order to play. It's also important to note the following about super chips; (a) a player must discard an super chip after its use, unless otherwise stated on the super chip's game text; and (b) using a super chip is not considered an attack, even if the super chip targets and functions like an attack; and 10) Declare a “Link” from one life chip in either mode on the Battlefield that has one or more enhancements to link to another life chip in PRO mode on the Battlefield: Both targeted life chips must be next to each other on the Battlefield. In addition, the life chip linking (receiving) the enhancement chip must do so under the normal rules of linking in PRO mode, unless otherwise indicated from the game text of the enhancement chip being linked; and 11) Declare a “Recovery Flip-a-Chip” for one “stunned” life chip on the Battlefield: Not to be confused with the “Free Chip Flips” done before a turn begins, this recovery flip-a-chip cost's one (1) Order per stunned life chip and allows a player to try again to ‘Alert’ one of any stunned life chip's on the Battlefield. Moreover, for each correctly called “flip-a-chip”, a player alerts the life chip by removing the stun marker FIG. 1M, or if the player fails to correctly call a “flip-a-chip” the life chip stays stunned; and 12) Pass: When a player has no action to take or desires to do nothing, a player may “pass”, one Order at a time.

Game Details:

During play, a player will perform the different types of actions as listed below. When an effect refers to a specific type of action, such as an Order, it does not apply to any of the other types.

Linking Enhancements (Ethic, P.E.T., Tech) to Life Chips: Enhancement chips enter play by being placed onto the Base squares of the playing surface where they can be linked to life chips. The standard rules for a life chip to link to an enhancement are as follows; (a) the life chip must have enough PRO mode value to do so; and (b) the life chip must be in PRO mode to link, unless otherwise stated from a chip's game text. In review, an example of linking is as follows; a player has a life chip in the Base in PRO mode with a PRO value of 20K, and an enhancement chip in the Base with a link value of 13K. Using simple subtraction, the life chip is able to link the enhancement with 7K remaining which is useable for other enhancements to link, and as long as the total link value of all enhancements linked to a life chip is the same or lower then its PRO value, linking multiple enhancements is allowed. Moreover, if a life chip has an enhancement discarded this would allow the life chip to link with additional PRO value. Furthermore, linking can be made possible by various other chips that modify the standard rules, such as game text associated with certain action and super chips.

It's also important to note, linking enhancements to a life chip gives the life chip an option to discard an enhancement when the life chip attacks another life chip with a larger POW value. By discarding an enhancement the attacking life chip with a smaller POW value does not get stunned as it would normally if it attacked without a linked enhancement.

Action Chip: An action chip is played from the Action SIMS square located just to the right of a player's Base and does not require an Order unless the action chip says it does. Action chips either have a React, or require one, two or even three Orders to perform one.

Super Chip: A super chip is played from the Super SIMS square located just to the left of a player's Base and does not require an Order unless the super chip says it does. Super chips either have a React, or require one, two or even three Orders to perform one.

Order: A player normally gets three Orders per turn selected from the ‘Orders list’. Orders appear on action, enhancement, and super chips.

Attack: One attack cost one (1) Order, and is performed as one of the player's options from the ‘Order list’. A player may attack as many times as they can per turn, but once for each order used.

React: Reacts occur when a specified triggering condition has been met and cost zero (0) Orders to perform. Reacts are not mandatory—a player doesn't have to use a React. Reacts are resolved immediately, and are played (used) from an action, enhancement, and super chip.

Flipping Life SIMS between PRO mode and POW mode and vice versa: Flipping is the act of taking a life chip on an Arena square and turning it over from one mode to the other. To “flip” a life chip costs one (1) Order, unless otherwise stated when playing a chip's game text.

Moving Life Chips: The standard move for a life chip anywhere on the Battlefield and coming out of the Base is two (2) squares in any direction. Many life chips have abilities that allow them to move in different ways, such as, FLY, CHARGE, and PACK, which are described under ‘Abilities Example List’ as disclosed below herein. To “move” a life chip costs (1) Order, unless otherwise stated when playing a chip's game text.

Stacking: In some embodiments, better known as linking, stacking is the term used when combining different types of chips on top and underneath each other as illustrated in FIG. 6 10.

Stunning Information:

Alert or Alerting a Stunned Life Chip: Alert is the normal status of a life chip on the Battlefield. Alerting a stunned life chip is the act of taking off the STUN marker (FIG. 1M 52) when the life chip becomes alert from a “Recovery Chip Flip” or other way. A life chip must be alert to attack, defend, move, perform orders, use reacts, link chips, or use linked chips.

Stun or Stunning a Life Chip: Stunning a life chip indicates the life chip is disoriented and immobile. As shown in FIG. 6 10 when a life chip is stunned, a player puts a STUN marker 16 on top of the life chip 12. While a life chip is stunned it cannot attack, move, perform orders, use reacts, link chips, or use linked chips. A player may not target his or her own stunned life chips with any chip or effect unless the chip returns the life chip to alert status.

Free Recovery Chip Flips: At the start of a player's turn a player may make a free recovery “flip-a-chip” for each stunned life chip of his or hers on the Battlefield. These free recovery chip flips do not require an order. However, by using one (1) order during the turn, a player may make a recovery “flip-a-chip” for one stunned life chip on the Battlefield in case a free recovery chip flip fails.

To make a recovery “flip-a-chip,” take any chip and flip it. A player calls “heads” or “tails” and if the player correctly calls the result, the life chip becomes alert, designated by removing the stun marker chip. The mode of the life chip underneath stays the same.

Attacking:

Unless otherwise noted on chip game text, only life chips in POW mode on the Battlefield can attack. When targeting an opponent's life chip on the Battlefield, an attacking life chip must be next to the targeted life chip unless the attacking life chip has the ability RANGE which allows the attacking life chip to be farther away. When attacking with a life chip with enhancements linked, a player should look to see if using one will help the attack.

There are several types of attacks in Humaliens XNA. Most revolve around having enough POW value from one life chip to Knockout an opponent's life chip with a lower POW value. Other attacks cause life chip's to be stunned, discarded, or weakened by cutting into a life chip's POW value. Most importantly, a player needs to learn the four types of POW mode attacking: (1) POW to POW attack, (2) POW to STUN POW attack, (3) POW to PRO attack, and (4) POW to STUN PRO attack. These four POW mode attack types are described under ‘POW Mode Attacks’ as disclosed below herein. In addition, a player needs to learn how life chips with TEAM ability can enhance these four POW mode attacks, described under TEAM ability in the ‘Ability Example List’ as disclosed below herein.

Defending an Attack: A life chip on the Battlefield may defend or negate the effects of an attack in several ways; (a) if a player uses a React from an action, enhancement or super chip in play; or (b) if the targeted life chip has but is not limited to the following abilities, “DEF” and or “STUN®”; or (c) if a chip allows as indicated by its game text. See DEF and STUN® details under ‘Abilities Example List’ as disclosed below herein.

Stun Attacks: Some life chips have the ability STUN which allows a life chip to STUN an opponent's life chip on the Battlefield that's next to it. This form of attack is not using the Life chip's POW value. Using the ability STUN costs one (1) order to perform. In addition, a player should look for any action, enhancement, or super chips in play that allows the attacking life chip to STUN an opponent's life chip either next to it or farther away. Furthermore, some life chips have both STUN and RANGE abilities which allows a life chip to STUN a target from a farther distance, and in this case combining these two abilities for a STUN attack, only costs one (1) order since RANGE is a react based ability.

Team Attacks: Some life chips have the ability TEAM which allows two or more life chips with the same form of TEAM ability to combine their POW values to attack. When using life chips with the same TEAM ability, the life chips must be next to each other or connected in a chain in order for their Team abilities to be in effect. See TEAM ability details in the ‘Abilities Example List’ as disclosed below herein.

Defending with TEAM Ability: Life chips that have the ability TEAM can also combine their POW values to defend against an attack. The same rules apply for defending as attacking with Team ability; all the life chips must be next to each other or connected in a chain in order for their Team abilities to be in effect. See TEAM ability details in the ‘Abilities Example List’ as disclosed below herein.

Knockout: When a life chip on the Battlefield attacks with a higher POW value against an opponent's life chip with a lower POW value, after resolving any enhancement links, the targeted life chip is Knocked-out. The attacking life chip then gains a Knockout credit; which means a player gets to put a KO chip (FIG. 1N 52) underneath the life chip as a marker (shown in FIG. 6 10 life 12 ko 18) which indicates one (1) KO earned for this life chip. In addition, immediately after a life chip has gained three (3) Knockout credits that life chip becomes a Superbeing, and the life chip is advanced (placed) on the player's corner Superbeing Zone square.

There are many ways a life chip can be Knocked-out, through special attacks based on enhancement links, or when a chip's game text says so. A life chip that has been Knocked-out is placed in the discard stack along with all linked chips.

Discard: This is the way to remove a chip from play, but being discarded is not the same as being Knocked-out. When a chip is discarded, the chip is simply removed from play and placed in the discard stack. If the discard is a life chip, any chips linked to that life chip are also placed in the discard stack. No Knockout credit is awarded for discarding an opponent's life chip.

POW Mode Attacks:

In some embodiments of the present invention, there are four types of life chip attacks, which are called POW mode attacks. It's important to note when attacking POW to POW always compare POW values of the involved life chips after resolving all their enhancement links, unless otherwise stated on any chip game text. The four POW mode attacks are as follows: 1) When a life chip in POW mode attacks one other life chip in POW mode: There are four possibilities when attacking POW to POW; (a) if the life chip attacking has a higher POW value than the targeted life chip's POW value, it Knocks-out the lower valued life chip and gains a Knockout credit. A “KO” chip is then placed underneath the life chip that made the Knock-out. In addition, the life chip that made the Knockout may “move” to the square that was occupied by the Knocked-out life chip; and (b) if both life chips have identical POW values after resolving all of their links, both life chips are Knocked-out with links; and (c) if the life chip attacking has zero (0) enhancement chips linked and has a lower POW value than the targeted life chip's POW value, the attacking life chip is stunned. A player marks the stunned life chip by placing a “STUN/KO” marker chip, STUN side up on top of the attacking life chip. In addition, the life chip being attacked loses POW value equal to the attacker's POW value but only until the attacker's turn is over, when it returns to full strength, unless otherwise stated on any given chip's game text; and (d) if the life chip attacking has one (1) or more enhancement chips linked and has a lower POW value than the targeted life chip's POW value, the attacking life chip can discard any one (1) enhancement chip linked to attack without being stunned. In addition, the life chip being attacked loses POW value equal to the attacker's POW value but only until the attacker's turn is over, when it returns to full strength, unless otherwise stated on any given chip's game text. Furthermore, a player can option to not discard an enhancement chip that's linked to a life chip attacking with lower POW value and the life chip instead gets stunned but doesn't lose the enhancement; and 2) when a life chip in POW mode attacks a stunned life chip in POW mode: It's important to note when attacking POW to STUN POW, only use the POW value printed on the stunned life chip when comparing POW values. Do not include any enhancement link effects or expertise boosts which are normally added together when comparing standard POW to POW attacks. Do include super chip boosts which are in effect when calculating the POW value of the stunned life chip. First, the player doing the attacking should look to make sure the life chip being attacked is in POW mode by checking underneath the STUN marker chip. If the player decides to attack, remove the STUN chip and proceed to attack. There are three possibilities when attacking POW to STUN POW; (a) if the life chip attacking has a higher POW value than the targeted life chip's POW value it Knocks-out the lower valued life chip and gains a Knockout credit. A “KO” chip is then placed underneath the life chip that made the Knockout. In addition, the life chip that made the Knockout may move to the square that was occupied by the Knocked-out life chip. (This is the same as a POW to POW attack); and (b) if both life chips have identical POW values after resolving the attacking life chip's links, the stunned life chip is Knocked-out and the attacking life chip gains a Knockout credit. A “KO” chip is then placed underneath the life chip that made the Knockout. In addition, the life chip that made the Knockout may move to the square that was occupied by the Knocked-out life chip; and (c) if the life chip attacking has a lower POW value than the targeted life chip's POW value, the attacking life chip is not stunned; nothing happens to it. In addition, the life chip being attacked is no longer stunned but loses POW value equal to the attacker's POW value but only until the attacker's turn is over, when it returns to full strength, unless otherwise stated on any given chip's game text. Furthermore, once the attacked life chip becomes alert (removal of the stun marker), it regains its use of any enhancement links, abilities and expertise it may have, but now has a reduced POW value from the POW to STUN POW attack; and 3) when a life chip in POW mode attacks a life chip in PRO mode: This causes an automatic “flip” of the life chip in PRO mode to POW mode, regardless of its PRO value; and 4) when a life chip in POW mode attacks a stunned life chip in PRO mode: First, the player doing the attacking should look to make sure the life chip being attacked is in PRO mode by checking underneath the STUN marker chip. Then the following ‘free option’ is allowed for this attack type; before an attack is declared and if the attacking life chip can target the stunned life chip in PRO mode, the attacker gets the ‘free option’ of looking at the POW mode side of the stunned life chip. An attack announcement forces a “flip” to the attacked life chip in PRO mode to POW mode, regardless of its PRO value. Moreover, if the attack is announced the attacked life chip is no longer stunned and is alerted by the removal of the stun marker.

Winning the Game: There are three ways to win in Humaliens XNA: Battlefield Victory, Skill Level Victory, and Superbeing Victory and are described as follows;

Battlefield Victory: When a player has zero (0) life chips on the Battlefield, that player is defeated and is out of the game. When all opponents have been defeated, the last remaining player wins.

Knockout Victory: When a player has twenty (20) or more skill level points added up from life chips that have been knocked-out or discarded to their discard stack, that player is defeated and is out of the game. When all opponents have been defeated, the last remaining player wins.

Superbeing Victory: Life chips become Superbeing SIMS when they gain three (3) knockout credits (a life chip gets a knockout credit when it knocks-out an opponent's life chip).

When a player's life chip becomes a Superbeing SIM, it's removed from the Battlefield and put on the Superbeing SIM square (the furthest right corner square for a particular side with the Humaliens XNA logo, also known as the Superbeing Zone). In addition, all links to the advancing life chip go to the discard stack. When a player makes a third Superbeing SIM that player wins.

In addition, if the life chip becoming a Super SIM is a player's only life chip left on the Battlefield, that player may place a life chip from the Base onto the Battlefield before the life chip advances to the Superbeing Zone. This will prevent the Battlefield from being empty—but the free place can only be taken if the player has a life chip in the Base.

Furthermore, if two or more players make a third Superbeing SIM at the same time, play continues normally until one player has more Superbeing SIMS than any other player to win or until another victory condition is met.

In some embodiments of the present invention, the Abilities list below is not limited to the comprised names and their associated effects described and disclosed herein.

Abilities Example List:

In Humaliens XNA, all life chips may have up to two or more Abilities that are found on the left of their POW mode values. As opposed to life chip Expertise's that are on the right of their POW mode values. Each ability listed here requires one (1) order to perform. They are considered to be ‘Order’ based. The list below this one describes the Abilities that require no Orders and are ‘React’ based.

POW Mode Abilities (Order based):

BLINK: A life chip can only use BLINK in POW mode. It costs one (1) order to use. BLINK has one function; it allows a life chip to be moved from the Base onto any open square on the Battlefield. But a life chip with BLINK can only use a standard move to come back into the Base.

CHARGE: A life chip can only use CHARGE in POW mode. It costs one (1) order to use. CHARGE has one function; it allows a life chip to be moved forward, sideways or backward up to five (5) squares in a straight line. CHARGE can be used coming out of the Base or on the Battlefield. But a life chip with CHARGE can only use a standard move to come back into the Base.

FLY: A life chip can only use FLY in POW mode. It costs one (1) order to use. FLY has one function; it allows a life chip to be moved up to three (3) squares in any direction to an open square. FLY also allows the life chip to go over squares that are occupied as long as the total distance traveled is only three squares. FLY can be used coming out of the Base or on the Battlefield. But a life chip with FLY can only use a standard move to come back into the Base.

PACK: A life chip can only use PACK in POW mode. It costs one (1) order to use. PACK has two functions; (a) it allows a player's life chip with PACK to target another life chip of the same player without PACK that has a lower POW value then the life chip with PACK. In addition, the targeted life chip must be next to the life chip with PACK. This allows the life chip with PACK and the target to move together up to two (2) squares in any direction coming out of the Base or on the Battlefield. But a life chip with PACK can only use a standard move to come back into the Base and its effect on the target is disabled coming back into the Base; and (b) it allows a player's multiple life chips with PACK that are next to each other or connected in a chain, ignoring POW values, to move together up to two (2) squares in any direction coming out of the Base or on the Battlefield. But multiple life chips with PACK cannot move together to come back into the Base, instead they each must use a standard move to do so. In addition, after moving life chips with PACK, if a player breaks the connection of the life chips, a player doesn't get to continue moving the same life chips together unless they meet one of the above rules.

STUN: A life chip can only use STUN in POW mode. It costs one (1) order to use. STUN has one function; it allows a life chip with STUN to target an opponent's life chip next to it and stun the target. After stunning an opponent's life chip, the opponent must mark the stunned life chip with a STUN marker chip, placing it on top of the stunned life chip. In addition, some life chip's have the abilities STUN and RANGE together which allow the life chip to stun an opponent's life chip from a farther distance.

TEAM: A life chip can only use Team in POW mode. It costs one (1) order to use. There are three types of teams based on TEAM abilities. Team type one: Life chips with TEAM by itself can only be used with other life chips with TEAM by itself. Team type two: Life chips with TEAM and another life name; like TEAM Infectious and TEAM Ryza are an example of a tandem team of two, and are typical brother sister teams. Team type three: Life chips with TEAM and a team name; like TEAM Genesis, where there might be two or more members of the same team name. It's important to note, of these three team types, a player cannot mix and match teams. Meaning, a player cannot use a life chip with TEAM by itself with a life chip with TEAM and a team name, or TEAM and another life name. Again, teams must be made with matching TEAM abilities. TEAM ability has two functions; (a) it allows life chips with matching TEAM abilities that are next to each other or connected in a chain to add together their POW mode values and target an opponent's life chip whose square is touching all the squares of the attacking team life chips. It's important to note, TEAM ability effects only work if all members of the team are in POW mode and are connected in a chain or next to each other. When a team knocks-out an opponent's life chip, a player may choose any one of the team member's to gain the knockout credit; and (b) life chips with matching TEAM abilities can also use their combined POW values for defense. Just like when attacking, a player can add POW value from the members that are next to each other or connected in a chain. If one of the members is in PRO mode the effects of the TEAM abilities are lost. It's important to note, if an attacking life chip is on a square that does not touch the squares of all the defending team members, their POW values are not considered combined because one or more of the team members is not touching the square of the attacker. In addition, when resolving an attack or defense with team members the standard rules for the different types of attack or defense possibilities apply, (e.g., when a combined two member team with 30k POW value attacks an opponent's life chip with 30k POW value) the result is all three life chips get knocked-out, just like when two life chips in POW mode have the same POW value do. When comparing POW values and mode states for TEAM ability attacks or defense, just use the standard rules of attacking or defending until all life chips involved are resolved.

WILL: You can only use WILL in POW mode. It costs one (1) order to use. WILL has one function; it allows a player to “flip-a-chip” when declaring a life chip with WILL to attack with a lower POW value than a targeted Life SIM's POW value, and if the result is called WILL allows the attacking life chip to attack without being stunned or to lose an enhancement. If the result of the call fails, the attack is negated which includes any portion of the attack that included enhancement links, and the one (1) order is still lost.

POW Mode Abilities (React based):

®=Resistance, and is part of various react abilities.

DEF: Short for defense. A life chip can only use DEF in POW mode. It costs zero (0) orders to use and is a React ability. DEF has one function; it allows a life chip to resist some or all of an oncoming POW mode attack. There are three types of DEF: (a) the first is “DEF” followed by a number like 10 k, which will look like “DEF 10”. Then below the DEF 10 k will include one to six faction colored dots, where a red dot represents Human, green dot for Alien, gray dot for Android, brown dot for Beast, blue dot for Clone, and a purple dot for X—P.E.T. Using this DEF scenario, presume there's a blue dot and a red dot under DEF 10 k on a defending life chip. If an attacking life chip is either Clone or Human, this would mean to subtract 10 k from the opponent's life chip's POW value attack; and (b) the second is “DEF FLIP” which again uses faction colored dots below it to indicate what factions can be defended against. DEF FLIP means to “flip-a-chip” to determine if the life chip with DEF FLIP negates an attacking life chip's entire attack. Under this DEF scenario, presume there's a gray dot under DEF FLIP on a defending life chip, and the attacking life chip is an Android. Then, if the flip is correctly called, the defending life chip with DEF FLIP would negate the entire Android attack; and (c) the third is “DEF ALL” which uses no faction color dots. This means the life chip with DEF ALL negates an entire attack from any attacking life chip, if a “flip-a-chip” is correctly called.

ESP: Short for extra sensory perception. A life chip can only use ESP in POW mode. It costs zero (0) orders to use and is a React ability. ESP has one function: anytime during a turn, it allows a player to target an opponent's life chip in the Arena and to look under the targeted life chip to see its other side. The player shouldn't take no more than ten seconds before he or she must put the targeted life chip back the way it was prior to picking it up. One other important note about ESP is ESP can only be used once per turn from the same life chip with ESP. This doesn't limit ESP being used from another life chip with ESP during the same player's turn.

FLY®: A life chip can only use FLY® in POW mode. It costs zero (0) orders to use and is a React ability. FLY® has one function; it allows a life chip to be resistant of any attack from a life chip with FLY ability that has just used FLY to land on a square next to the life chip with FLY®. FLY® is active as long as the life chip that landed with FLY stays next to it.

PK: Short for psycho kinesis. A life chip can only use PK in POW mode. It costs zero (0) orders to use and is a React ability. PK has two functions: (1) anytime during a turn, it allows a player to target two life chips on the Battlefield, with one having PK in POW mode and the other life chip being in either mode having one or more enhancements linked and located on any other square on the Battlefield. In addition, PK allows the life chip with PK to link an enhancement chip from the other targeted life chip using the standard method of linking as related to PRO value. As such, the player will have to look at the life chip with PK and its PRO side to determine its PRO value to establish the life chip's linkable amount, but the life chip remains in POW mode after the link is completed; and (2) anytime during a turn, it allows a player to target two life chips on the Battlefield, with one having PK in POW mode with one or more enhancements linked and the other life chip being in PRO mode and located on any other square on the Battlefield. In addition, PK allows the life chip with PK to transfer an enhancement to the other targeted life chip in PRO mode which can link the enhancement using the standard method of linking as related to PRO value. One other important note about PK is PK can only be used once per turn from the same life chip with PK. This doesn't limit PK being used from another life chip with PK during the same player's turn.

RANGE: A life chip can only use RANGE in POW mode. It costs zero (0) orders to use and is a React ability. RANGE has one function; it allows a life chip to target an attack on an opponent's life chip from a RANGE of two to six squares away instead of being next to the target. RANGE by itself is a default and means two squares. Many life chips with RANGE will have a number, like RANGE 4, which means this life chip can target an opponent's life chip from up to four squares away and the squares can be straight, diagonal, or just connected in some odd pattern. It's important to note, in this case of RANGE 4, as long as the firing line is not blocked by “chips” and the target can be reached by connecting up to four squares the target can be attacked using RANGE 4.

STUN®: A life chip can only use STUN® in POW mode. It costs zero (0) orders to use and is a React ability. STUN® has one function; it allows a life chip to not be stunned from any stun attack, unless otherwise stated on a chip game text.

In some embodiments of the present invention, the Expertise list below is not limited to the comprised names and their associated effects described and disclosed herein.

Expertise Example List:

In Humaliens XNA, all life chips may have up to two or more Expertise's that are found on the right of their POW mode values. As opposed to life chip Abilities that are on the left of their POW mode values. When building a playing stack, a player should try to match life chip Expertise's (FIG. 1B 16) that match up to the same Expertise class descriptor found at the top of a TECH chip text (FIG. 1J 30). When a life chip links a TECH chip that matches an Expertise that life chip gains a 5 k POW value boost for the link. For example, if a life chip with BLADE Expertise links two Chakrams and an Ancient Rapier that life chip would gain a 15 k POW value boost for the current attack. The 15 k POW value boost would remain as long as the three TECH BLADE enhancements were linked to the life chip.

In addition to a 5 k POW value boost, a player should look for an extra TECH chip bonus reference a life chip can gain when matching Expertise's, which can be found at the top of the TECH chip text. For example, an Expertise bonus may show “Blade Expertise: RANGE 3”. This means, if the life chip had BLADE as an Expertise then by having the matching TECH link, the life chip gains a RANGE 3 react ability in addition to the 5 k POW value boost.

Furthermore, there are some life chips that have ETHIC and P.E.T. Expertise. They function in the same way as TECH chips and allow a life chip with a matching link to gain the 5 k POW value boost for each matching link. The only difference is a life chip with P.E.T. Expertise gains the 5 k POW value for linking any P.E.T. and the same for an ETHIC link.

POW Mode Expertise:

Archery. Armor. Artifact. Blade. Blast. Device. Energy. Healer. Laser. Magic. Mind Rays. Morph. Nano. Shield. Staff. Ethic (non TECH). P.E.T. (non TECH).

Mixed Faction Play: When choosing to play with mixed life chips from the six different factions, players may use small circular stickers to mark life chips. Doing so will make it easier to tell a player's life chips from an opponent's life chips in case players use life chips from the same faction or the same life chips.

Timing: Most chips in Humaliens XNA explain when they are played, with words like “before”, “after”, “when”, and “while.” Other effects are performed as an order or during an attack. When dealing with multiple effects triggering from the same event, resolve the effects in reverse order (the last effect is resolved first, the next to last effect is resolved second, etc.)

Symbols: In some embodiments, symbols are used for various abilities, expertise, attacks, and defenses, or other undefined fields, rather than names.

Although the present invention has been described in relation to particular embodiments thereof, many other variations and modifications of the present invention can be implemented for existing and available electronic devices, such as computers, electronic games, hand-held console games, interactive networks utilizing computer software and graphics and text, and video games. Such electronic devices can visually display the game chips and enable players to manipulate the game chips, setup the game, and perform turns played over a playing surface designed for the game on screen and as described hereinabove.

It is preferred, therefore, that the present invention be limited not by the specific disclosure herein, but by the scope of the following claims. 

1. A method of playing a board game comprising the steps of: a. providing a flat printable playing surface with an outlined planar ten row by ten column square pattern comprising: (i) four sides for up to two to four players to play, and (ii) two sections separated by dotted lines, the sections being (1) the outer tenth row and column of each side designated as a base set of squares that are utilized for each player to bring into play collectible circular game components, with some of the squares in the base having printed marks for designation of various types of game components, and (2) the innermost nine row by nine column squares which are inside the dotted lines, the section being designated as the battlefield; b. providing each player a predetermined amount of collectable circular game components with some being character type game components having a plurality of different indicia on both circular sides allowing for two-sides of play with different functionality, and some being strategy type game components having at least one side of game effecting text describing an action or effect allowing to alter the playing orientation of the two-sided character type game components; c. providing a new variation of the stacking mechanic that allows one or more strategy game components to be stacked on top or underneath a character game component enhancing its function, wherein the enhanced function is described from the game text of the stacked strategy game components; d. providing a flipping mechanic that allows the turning over of a character game component from one circular side to the other to change its function of play by utilizing the various game effecting indicia showing; e. each player initially placing in play a predetermined amount of their starting character game components on the battlefield section, and strategy game components in the base section on pre-marked squares that are designated for the matching strategy game component type, with the remaining game components left behind the playing surface not in play but freely examinable by the holding player; f. each player in sequence performing one or more turn options in accordance of the rules of play to at least; g. place in play one or more remaining game components by freely selecting one or more game components held and placing the selected game components in the player's respected base section, if room is available; h. execute an action from a game component in play on the playing surface.
 2. The method of claim 1 wherein an action is a maneuver, altering the playing orientation of one or more of the player's character game component(s) in play on the playing surface, wherein the maneuver is at least being: (i) the turning over of a character game component from one circular side to the other to change its function of play; or (ii) the stacking of a strategy game component on top or underneath of a character game component to enhance its function; or (iii) the moving of a character game component in the base or on the battlefield from one square to another open square.
 3. The method of claim 1 wherein an action is an attack from a character game component on the battlefield targeting an opposing player's character game component on the battlefield, wherein the attack is resolved after resolving the effects from any stacked strategy game components that are linked to the character game components battling.
 4. The method of claim 3 further comprising an attack's objective is to remove from play and off the playing surface one or more of an opposing player's character game component(s) targeted in the attack, said removal is the result of comparing an attack variable number found on each character game component.
 5. The method of claim 1 wherein an action is the performing of game effecting text from one or more of the player's strategy game component(s) located in the base or battlefield that alters an attack, or defense of an attack, or as described from the game text effect, with some types of strategy game components being removed from play right after they are played by placing them in a designated spot off the playing surface.
 6. The method of claim 1 further comprising of one or more ways to win: winning said board game by being the last remaining player with character game components on the battlefield section of the playing surface.
 7. A method of playing a board game comprising the steps of: a. providing a flat printable playing surface with an outlined planar X row by Y column square pattern comprising: (i) multiple sides for up to two to or more players to play, and (ii) two sections separated by dotted lines, the sections being (1) the outer one or more rows and columns of each side designated as a base set of squares that are utilized for each player to bring into play collectible game components, and (2) the innermost remaining rows by columns squares which are inside the dotted lines, the section being designated as the battlefield; b. providing each player a starting amount of collectable circular game components derived from a set of circular game components, with some being character type game components having a plurality of different indicia on both circular sides allowing for two-sides of play with different functionality, and some being strategy type game components having at least one side of game effecting text describing an action or effect allowing to alter the playing orientation of the two-sided character type game components; c. each player initially placing in play a predetermined amount of their starting collectible game components on either or both the battlefield section and the base section with the remaining game components left behind the playing surface not in play but freely examinable by the holding player; d. each player in sequence performing one or more turn options in accordance of the rules of play to at least; e. place in play one or more remaining collectable game components by freely selecting one or more game components held and placing the selected game components in the player's respected base section, if room is available, wherein the base section is the first point of entry to make a game component in play.
 8. A method of playing a trading poker-style chip board game comprising the steps of: providing a flat printable playing surface with an outlined planar X row by Y column square pattern with two sections separated by dotted lines, the sections being (1) the outer one or more rows and columns of each side designated as a base set of squares that are utilized for each player to bring into play trading chips, and (2) the innermost remaining rows by columns squares which are inside the dotted lines, the section being designated as the battlefield; each player beginning a game with a starting amount of trading chips derived from a set of trading chips, available by purchase and trading; each player initially placing in play a predetermined amount of their starting trading chips on the playing surface designed for the game with the remaining trading chips left behind the playing surface not in play but freely examinable by the holding player; and each player taking a turn until the game ends in accordance with the rules of play, said turn comprising of each player executing one or more turn options.
 9. The method of claim 8 further comprising of executing a turn option that enables a player to freely select one or more trading chips from their remaining trading chips held and make the selected trading chips in play by placing the selected trading chips onto the playing surface designed for the game.
 10. The method of claim 8 further comprising of executing a turn option that enables a player to perform a maneuver, by altering the playing orientation of one or more trading chips on the playing surface designed for the game.
 11. The method of claim 10 wherein the maneuver is the stacking of a trading chip on top or underneath of another trading chip, wherein the trading chip being stacked adds or detracts the useable effects of the trading chip being stacked to.
 12. The method of claim 10 wherein the maneuver is the linking of a trading chip on top or underneath of another trading chip, wherein the trading chip being linked to is further enhanced with the game effecting indicia from the trading chip being linked.
 13. The method of claim 10 wherein the maneuver is the flipping or turning over of a trading chip from one circular side to the other, wherein the trading chip being flipped reveals a new set of one or more game effecting indicia being turned over, as opposed to its prior orientation with its opposite side of one or more game effecting indicia being of a different set.
 14. The method of claim 10 wherein the maneuver is the moving of a trading chip from one playing surface location to another playing surface location.
 15. The method of claim 10 further comprising of a executing a turn option that enables a player to perform an effect from one or more of the player's trading chips' game effecting indicia in play on the playing surface designed for the game.
 16. The method of claim 8 further comprising the playing surface designed for the game having an outlined pattern of a ten-by-ten planar array of one-hundred two-inch squares printed on a printable material, with the squares being filled with one or more colors with no dependency for an alternating checkerboard based rendering.
 17. The method of claim 16 wherein some of the playing surface squares have game relevant marks thereon which are used for designating squares for specific types of trading chips.
 18. A trading poker-style chip game article of manufacture comprising: a predetermined amount of poker-style chips that are derived from a set of poker-style chips with at least some poker-style chips designated as character type poker-style chips having a plurality of different indicia on both circular sides allowing for two-sides of play with different functionality, and at least some poker-style chips designated as strategy type poker-style chips having at least one side of game effecting text describing an action or effect allowing to alter the playing orientation of the two-sided character type poker-style chips; a rules booklet defining the rules of play and features thereof; and a playing surface designed for the game or a playing surface suitable for playing the game, where the poker- style chips are placed in play and played from thereafter.
 19. The article of manufacture of claim 18 wherein the playing surface designed for the game is comprised of a one or more color filled outlined ten-by-ten array of one-hundred two-inch squares printed on a printable material.
 20. A method of playing an electronic poker-style chip game comprising: displaying a playing stack of poker-style chips made by a player's selection from an available collection of poker-style chips; displaying a predetermined amount of playing stack poker-style chips on a playing surface designed for the game and designated for game setup; electronically simulating a turn option by displaying one or more poker-style chips from a player's hand to be placed in play onto the playing surface designed for the game, or by displaying a maneuver or an effect of a poker-style chip already on the playing surface designed for the game. 